v3d: Use the proper depth texture type for sampling.
authorEric Anholt <eric@anholt.net>
Thu, 14 Jun 2018 18:32:37 +0000 (11:32 -0700)
committerEric Anholt <eric@anholt.net>
Fri, 15 Jun 2018 23:09:39 +0000 (16:09 -0700)
Fixes failing tests in dEQP-GLES3.functional.texture.shadow

src/gallium/drivers/v3d/v3dx_format_table.c

index 39286bd65474fc8966214ef42eec51aea89fe813..c0caba740d2fe9d6de8e57c7ac88397076234e6d 100644 (file)
@@ -145,12 +145,12 @@ static const struct v3d_format format_table[] = {
 #if V3D_VERSION >= 40
         FORMAT(S8_UINT_Z24_UNORM, D24S8,        DEPTH24_X8,  SWIZ_XXXX, 32, 1),
         FORMAT(X8Z24_UNORM,       D24S8,        DEPTH24_X8,  SWIZ_XXXX, 32, 1),
-        FORMAT(S8X24_UINT,        S8,           R32F,        SWIZ_XXXX, 32, 1),
-        FORMAT(Z32_FLOAT,         D32F,         R32F,        SWIZ_XXXX, 32, 1),
+        FORMAT(S8X24_UINT,        S8,           DEPTH_COMP32F, SWIZ_XXXX, 32, 1),
+        FORMAT(Z32_FLOAT,         D32F,         DEPTH_COMP32F, SWIZ_XXXX, 32, 1),
         FORMAT(Z16_UNORM,         D16,          DEPTH_COMP16,SWIZ_XXXX, 32, 1),
 
         /* Pretend we support this, but it'll be separate Z32F depth and S8. */
-        FORMAT(Z32_FLOAT_S8X24_UINT, D32F,      R32F,        SWIZ_XXXX, 32, 1),
+        FORMAT(Z32_FLOAT_S8X24_UINT, D32F,      DEPTH_COMP32F, SWIZ_XXXX, 32, 1),
 #else
         FORMAT(S8_UINT_Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1),
         FORMAT(X8Z24_UNORM,       ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1),